WEBVTT

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In this lesson, we're going to clean up this area of the nose in between the nose in the eye here,

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that's kind of stretched out and doesn't have enough geometry here.

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So I don't know that I'm going to show you any new tools or techniques.

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So if you're not super into modeling, you might just skip this, because I'm going to just kind of

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figure this out as I go along and clean this area up.

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But if yeah, if you're into this kind of thing, you just want to see me work.

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Let's just kind of continue on here.

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So the general idea is that, you know, most geometry needs to be evenly spaced.

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And if you look around the model, you know, things are within the same ballpark until we get right

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here.

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And there's this massive gap and it kind of goes back to what I was saying when we hit three on the

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keyboard and things start to get stretched here quite a bit and pull more when they're further apart.

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So we kind of just for for tidy sake, need to figure out how to clean this area up.

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So I'm going to do is actually just delete this, delete these faces, because I didn't delete anything

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behind the head and kind of rework this area.

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And because we need to have enough geometry here, we're always going to be fighting this.

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If we if we don't deal with this now.

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So we might as well address this here before we get too much further and before we start to mirror things

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near the face over, because we don't want to have this on both sides.

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So.

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You know, there's a couple different ways to approach this.

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I think the star was way too close.

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Like you can see we have a lot more edges here than than we do back here.

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So let's maybe move the star further back here.

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And we might need to create a few more edge loops in here or create another circle type of a deal.

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So let's take these edges and.

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Go to the edge mode.

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And we'll extrude those.

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Hope to keep us together and keep in mind, we're probably going to connect those two.

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It g to extrude again key pieces together.

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And they're these two are going to connect and then looks like we have one more, that's one way to

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go here.

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Yes, let's do that.

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We'll just extrude another time he faces on.

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And.

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Yeah, so that this is the issue, right, like where we're going from three to one here, this is kind

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of bunched down so you can't see it super well.

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But we need to figure this out and.

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Because it looks like this should flow here, but we have an extra couple of loops here so we can try

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to resolve this further up the nose or down the nose.

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It depends on really what we want to do.

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I think I might go further up just because we don't have a ton of geometry in here.

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I think this could stand to get moved over like over here.

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So let's first make another edge loop that would probably probably going to reduce at the top of the

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head somewhere.

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Yeah, let's go ahead and set that up here so we can continue.

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Let's make one edge loop.

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At least we know we're going to need so we can see that goes all the way around.

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So let's deselect the part we want to keep.

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I mean, hold down control and drag and click.

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And let's just say we're going to resolve this and reduce this line up here somewhere.

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I'm going to shift click and go to delete edge because this edge went all the way around up into the

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nose.

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And we don't want that.

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We just want it on the bridge here.

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So we'll just have to remember up here, we need to resolve this later.

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And you know what?

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I think we could probably do this again.

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And let's move this edge over.

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If I select this one and then double click up here, it'll just select that distance and I'm going to

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go to the modeling tool and choose the transform constrain or we could.

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Yeah, no, over here.

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Transform constraint, do edge slide, use the manipulator and just move that over here.

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And the same thing for this one really.

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Double click and move this over to make room for another edge, I think we need another edge.

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This is such a big area.

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Here we go back to component mode, holding down R and go to component so I can scale this wheel and

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scale.

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OK, that's weird.

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Oh, it's trying to go along the edge or something weird.

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Turn that off now.

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I can do it.

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Um.

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So I'm just trying to kind of get everything organized to see what we really need to do here.

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We may need to add.

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Some geometry here.

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So, yeah, I'm just pulling this stuff around, seeing what we can get away with and what we don't

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need to address.

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So it looks like we have one extra edge, and I think it's kind of too close to

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make another one, so it's going to pull this one over.

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And I think I'm going to do.

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I might just delete that one altogether.

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Let's see where that one leads if we double click this.

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That's that one.

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So that's kind of weird.

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That's starting on the inside and going around.

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But I guess those are getting reduced here.

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You can see inside the nose, that's another place we could hide things and geometry terminating and

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stuff that we're never going to see.

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I mean, that's that's actually a pretty good possibility, but.

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Yeah, I don't think we I don't think we need this one,

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so I think I'm actually going to do a big no no and just delete this edge here and we're going to have

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an end gone back in here.

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I'm going to make it be this one.

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We could I mean, we could we we could fix this.

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Let's just be clean about it and just say do this.

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Right.

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Same thing we've done everywhere else.

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Now it's gone and gone.

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But, you know, if you're pressed for time or something, like no one's ever going to look that far

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up their nose, hopefully.

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So start to merge these down and see kind of where we're at there.

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So I'm going to go to the edit mesh merge tool and increased tolerance.

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G increased the tolerance and we might need to add geometry here, so because remember, we're going

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to have a star somewhere.

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We had one down here is right next to the nose, which was no good because in general, you want to

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try to put the star where there's not a ton of deformation or things happening.

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So I think that's pretty good.

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The one thing we could do is put some supporting geometry around the bridge, in the nose, around the

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nasal part here and maybe one down here.

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And I think that's it.

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So let's extrude this edge out.

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And we're not talking about keeping places together because it's a single face.

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Let's just put this over here and it again, extrude that one out over here, rotate that kind of down

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in the ballpark.

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Go now, let's just go back to merge, and I'm going to tear this off so we can keep this up, merge

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that's merged.

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This has merged.

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And this.

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Whatever it is that we know, the tolerance is not far enough.

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Well, maybe not merge tolerance.

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Oh, I guess these two aren't going to go first, maybe merge now.

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Let's merge these.

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Yep, that was it.

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OK, now the issue is we have two pieces of geometry going into one area.

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You can see we have three edges here and two over here.

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We could maybe add an edge loop.

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Let's see what this looks like over here.

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Give me an edge loop here.

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I don't really know how much that's really helping us.

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I think we could probably just get rid of this one.

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Cleavage.

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Slide this one down.

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Yeah, I mean, I think that's good and let's just bring these over.

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So we can merge them.

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Town.

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And I think we will need to add some geometry, um.

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And you just drag selecting those to make sure they're merged,

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this distance is kind of far apart.

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So I think I'm going to add what the heck, let's just add some geometry here.

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See where it goes all the way around.

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Is that useful?

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Yeah, like look how big of a space that is.

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We can move those over, but maybe that was the issue.

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Let's leave it for now.

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We can delete it here later or reduce it down, but I think we need it for this kind of cheek area and

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the last thing I'm going to do is kind of pull this stuff around.

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I think it said it is kind of what's giving this the duckbill look from this view.

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Let's evaluate this so like like a duckbill, I think it's the fact that it swoops up like this and

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it should kind of be the opposite, it should be curving down.

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So let's ignore the reference.

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And kind of remodel this to not be a duckbill, let's move this down.

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So this is kind of like more in line.

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With me, I do this and this controversy, I'm going to self select this stuff with B B on be a little

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mouse drag, pull this out.

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I think in general, just as a skeleton, you know, this is a cartoon like the nose was way too big

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in profile, right?

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Like like the bone, an actual skull is like much further up on there's cartilage that finishes out

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the rest of the thing.

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I think that's what was throwing me off.

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So let's just clean this up and then I think we'll be good.

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So I'm just going to kind of round this off and I might even do a quick pass with the relax brush.

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And yeah, I want to see how this is like a dividend.

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I want all this stuff to be the opposite.

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I want it to be kind of be bulging out down into the where the nose terminates to give all the stuff

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of volume.

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Here you'll hear the word volume a lot and modeling once you get into it.

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That's a big concept and a big deal trying to maintain volume and describe describe a volume accurately.

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Um.

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It's a big deal, so, OK, I think I lied.

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There's one more thing I'm going to do as well.

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Is not going to go that far with it is a mess this more later.

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Yeah.

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See how I mean the stuff is too far apart, maybe want us here.

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You just, yeah, something like that, and I'll smooth this out to get rid of that divot here, but

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in general, that's kind of yeah, see, like round it out doesn't look like a duckbill now.

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Kind of more looks like a skull.

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I think that's just my.

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Interpretation and.

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Yeah, so the one thing I lied about is I think I'm going to put more loops here can help support this

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edge and I think we have room for it and do the same on the inside here.

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What I'm looking at basically is, you know, we have no egg loops from here to all the way back and

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we really want to support this front edge.

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So if we, like, selected this, these need to then be pulled up.

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Slide this up.

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Cool.

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Yeah, I think that's working a lot better, and if you know, this one could maybe anyway, that's

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the general idea.

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Cool.

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So I think we've done a pretty good job modeling the AI, modeling the knows, and we're not going to

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do a jaw and mouth and all that stuff in this.

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But the concept is the same, right?

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Like you could kind of delete this bottom half and then make a jaw here, or you could did what we did

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for the AI and just do it horizontally and do loops here, you know, go around and around and it'll

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be a circular thing and then end them like we ended this corner here, like you'd, you know, make

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a circle here and then pull them to this corner or whatever corner, however you want them to go out

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and make a mouth, but.

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Yeah, I'm gonna hit this with the relax brush and kind of even the stuff out, especially the stuff

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back here, needs to get relaxed a little bit.

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It's too close together, not even so.

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I'm going to hit that and then I will see the next lesson.

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Thanks for watching.
